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#1 (permalink)
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Game-Artist.Net Founder
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Tutorial: Hard Surface Texture Painting
Hard Surface Texture Painting
by Stefan Morrell At this point we'd like to thank Stefan Morrell who gave us the permission to post his great photoshp tutorial on our site, it's a great workflow which has been broken down in easy to follow steps. You can view his portfolio at http://stefan-morrell.cgsociety.org/gallery/ Enjoy and feel free to show us what you come up with..... ![]() ![]() ![]() ![]() ![]() ![]() ![]() Last edited by requiem2d; 01-10-2007 at 01:07 AM. |
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#3 (permalink) |
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Senior Artist
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If it's studio max then, choose mental ray as your renderer.
Then set the background to white. Apply a standard material to your object, also set it white. In the environment menu turn the global lighting spinner to 0, ( everything will go black). Add an ambient occlution material to the self illumination slot in the material you have assigned to your objects. Set the samples to 128 in the mat editor. Delete all lights from the scene, and hit render. Hope this helps P.S. This is just a basic pass, It can get quite complex depending on the scene/ model. Last edited by ragupasta; 08-07-2006 at 02:08 PM. |
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#4 (permalink) |
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Game-Artist.net Staff
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if you're a Maya user then this video breaks down AO baking....
http://www.williamkladis.com/tutorial01/tutorial01.html |
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#6 (permalink) | |
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Senior Artist
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Quote:
__________________
The trick is to know when you're the latter, so you can become the former. Revolver |
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#8 (permalink) |
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Senior Artist
![]() 149
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In an occlution pass it will be mostly white. The main visibility should be the shadows.
http://www.3dm3.com/tutorials/occlusion2/ |
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